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ElBlocko
Posted on 04-04-12 01:16 AM Link | Quote | ID: 150627

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Posted by Insectduel
I apologize for double posting but I've been working it last night and it seems easy. ElBlocko I hope you can read this!

x31BE is the ROM address to your question. At x31BF, change the hex to 01 to disable only the timer and the animations still enabled. I think 00 is both the timer and animations. Disable it completely by putting EA 5 times to turn off the ASM code which won't exist.

There may be a side effect, grabbing the Koopa Kid's wand may continue to tick timers if the code is disabled at x31BE and kills the player once it reaches 0. So I'll probably or ANYONE could easily JumpSubRoutine and add the RAM code of the stop time tickers in the empty slot in the ROM area where the RAM address that does the flashing timers after the wand is grabbed.

Hey there. Sorry for my, um, lateness to your reply. I've taken a break from editing SMB3 for a while mainly because of lack of interest, but I hope to get back into it soon.

Thanks for the tips! I'll be sure to try them out soon. As for the Magic Wand thing, a lazy workaround I've implemented is simply to put a ceiling above the Koopa Kid so that the wand never appears onscreen. Yes, this means you don't need to defeat the Koopa Kid to advance, so I'm planning to design the "arena" as an area where you need to sprint and make a jump, and with the Koopa Kid still alive, this would be very hazardous to pull off. I'll also need to design them so that you can't simply charge up Raccoon/Tanooki and fly over the fight beforehand.

Anyway, thanks again.

ShoFIZZLE
Posted on 04-06-12 08:13 PM Link | Quote | ID: 150660


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Posted by Pantalones
How do you change what items are in the mushroom houses if you're using Reuben?

I put a mushroom house on my map, made a mushroom house level, and stuck Toad's sprite in there where he's supposed to be... and it actually works pretty much perfectly without having to do anything complicated (apparently between Toad and the big chests, there's already everything you need to make a functioning mushroom house. Message comes up like normal and everything; I just needed to change Toad's palette since he was coming up white and green with the Reuben defaults.)

Now, the only problem is... every chest gives a P-Wing.

And speaking of chests--how do you determine what items are in the little chests found in levels? I noticed that Reuben does have them as sprites you can place inside levels, but when I tried to actually use one... a chest with glitchy colors came out of the other chest, and I got no item from it at all.

EDIT: Also, what the heck could be causing this level to be coming out like this glitchy mess?


The pillars need to reach the floor, or they will glitch, just like the windows, and they cannot be near or under the pipes. I haven't messed with my hack in a while, but it took me a while to get all of those glitches sorted out. Now the airship level....if I had hair, I'd pull it out.

Mineyl
Posted on 05-05-12 05:33 AM Link | Quote | ID: 150801


Ninji
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Took me a while to figure out where the site disappeared to, and about twice as long to figure out my password.

Anyway, I randomly decided to make my unfinished SMB3 hack available for public download after nearly three years of stagnation, and since this is the place where I originally received encouragement and all that, I thought I'd post it here too! Yay?

Here's the trailer:



And here's the download link:

Mario Dreamscape v02

Enjoy! I'll be lurking around here again now that college is over, so if you have any comments, please don't be shy about sharing them.

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Googie
Posted on 05-05-12 08:47 AM Link | Quote | ID: 150805


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Nice hack you did, I really enjoyed it. Even if it's incomplete it shows you put alotta love into the hack.

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Scrydan
Posted on 05-05-12 09:04 AM Link | Quote | ID: 150806


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The trailer looks pretty nice. I may have to give it a try after my last two weeks of college. Then I can play a lot more hacks and stuff.

Insectduel
Posted on 05-08-12 06:42 PM Link | Quote | ID: 150848


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I've completed placing the rom addresses for Super Mario All-Stars into one document. You can download it here. Every Friday it will be re-uploaded when I add more data into a document. I'll fix the level and enemy rom offsets since they are incorrect and can lead into problems when editing or viewing levels.

Googie
Posted on 05-20-12 01:44 AM Link | Quote | ID: 150961


Giant Red Paratroopa
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I wanna work on my Toad SMB3 hack again, can I please have the offsets where I can change the ? sprite to the wand sprite when Boom Boom is defeated? I would really appreciate it. ^^;

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ShoFIZZLE
Posted on 05-20-12 03:57 AM Link | Quote | ID: 150963


Shyguy
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Anyone care to lend a helping hand on my airship level?

emrabt
Posted on 05-28-12 07:42 PM Link | Quote | ID: 151058

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Would anyone be willing to help me?

I’m new to hacking, so I will need step by step instructions to learn, I might have the terminology wrong but I’m looking to learn these things:

Edit sprite tile mapping, using either the Disassembly or a hex editor. Could somebody show me how to do something simple, like change the goomba from using two tiles flipped to having 4 separate tiles?

Background tile mapping to put a sign post into a level like with Mario world.

Assigning each tile a new pallet, I know and have changed the colours from the palettes already set to each tile using a hex editor, but I am looking to reassign a specific pallet to a tile. For example using Mario’s palette for a piranha plant.

A big thank you to anyone who takes the time to help me.

Insectduel
Posted on 06-02-12 05:27 PM Link | Quote | ID: 151179


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Posted by Googie
I wanna work on my Toad SMB3 hack again, can I please have the offsets where I can change the ? sprite to the wand sprite when Boom Boom is defeated? I would really appreciate it. ^^;


It's possible, but the Magic ? Ball is an enemy sprite while the wand is a different sprite which is considered a special series. If I can figure out where the sprite initial comes from I'll change it's course.

Posted by ShoFIZZLE
Anyone care to lend a helping hand on my airship level?


Go on! Ask away!

Posted by emrabt
Would anyone be willing to help me?

I’m new to hacking, so I will need step by step instructions to learn, I might have the terminology wrong but I’m looking to learn these things:

Edit sprite tile mapping, using either the Disassembly or a hex editor. Could somebody show me how to do something simple, like change the goomba from using two tiles flipped to having 4 separate tiles?

Background tile mapping to put a sign post into a level like with Mario world.

Assigning each tile a new pallet, I know and have changed the colours from the palettes already set to each tile using a hex editor, but I am looking to reassign a specific pallet to a tile. For example using Mario’s palette for a piranha plant.

A big thank you to anyone who takes the time to help me.



Is it for NES SMB3 or SMAS, either way sprite tile mapping is the hardest to know. I haven't analyze how the NES version of sprite tile mapping works so there's no way I can but someone may help you. Good luck!

ISD a.k.a ろんちゃん

emrabt
Posted on 06-05-12 08:36 AM (rev. 2 of 06-06-12 10:21 PM) Link | Quote | ID: 151238

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Posted by Insectduel

Is it for NES SMB3 or SMAS, either way sprite tile mapping is the hardest to know. I haven't analyze how the NES version of sprite tile mapping works so there's no way I can but someone may help you. Good luck!

ISD a.k.a ろんちゃん


NES, Thank you for replying.

How about making a shelled koopa come from a ? box?
or change how many lives a 1up mushroom gives?

Something to explain how to get started.

Insectduel
Posted on 06-08-12 05:01 PM (rev. 3 of 06-09-12 05:04 PM) Link | Quote | ID: 151271


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1] How about making a shelled koopa come from a ? box?

It's possible to spawn a shelled koopa but it's not a regular sprite. It's a special object like with wands or kuribo's shoe. Unless you want to spawn a walking koopa instead. Otherwise it would be ASM related. Besides, the only person would spawn a kuribo's shoe from giant ? blocks is Dahrkdaiz. If possible MAYBE I'll get a workaround with that!

2] or change how many lives a 1up mushroom gives?

Again, it's also possible since there is a table of how many lives does a player gives. If I could study the coding especially how many lives for getting 3 goal cards, I can get a workaround to create a code where a player gets 2, 3, or maybe 10 lives from a single 1-UP mushroom.

Now onward with my question!


Hello, I may need help on this one! I'm trying to create the poisonous mushroom sprite replacing the starman and I got a problem with the starman sprite. I have tried to change it's location pointer at rom offset x2070 ($A060) and it worked which disables the flashing, but the main problem would be it's 1st jump after it pops from ? blocks and bricks. I've tried almost everything in the code breakpoint and didn't find the problem.

Then it come across with rom offset x2852 ($A842), NOP 5 bytes of a code and the Power-UP Mushroom and the 1-UP mushroom both make 1st jumps before landing on the floor after popping up from blocks. So how do I make the Starman do the same which it would NEVER make it's 1st jump like with Mushrooms?

ShoFIZZLE
Posted on 06-17-12 05:56 PM Link | Quote | ID: 151398


Shyguy
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I didn't know you logged on Insect.

Anyways, I'm dealing with a scrolling issue where the level doesn't want to scroll properly, it's unplayable and just scrolls wherever it wants to, the level shows up somewhat, and I knew I set the pointer, but it keeps doing whatever it wants while the enemy and offset data keeps rewriting itself. I can send you the test rom and txt file if you want to see what I'm talking about.

Mekeninzo
Posted on 08-27-12 03:54 PM (rev. 21 of 08-29-12 02:29 PM) Link | Quote | ID: 152188

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Recently Started trying to hack SMB3... any help is appreciated.
I will also share any information I find...


Currently trying to disassemble Power ups... *Can't seem to find Frog, Tanooki, Hammer suit Objects...* Hypothisis ~Perhaps they don't exist as items but merely as Sprites attached to the Giant ? Block Objects~

0x24FE - Object Comes out of Flower ?
0x24FF - Object Comes out of Leaf ?
0x2500 - Object Comes out of Starman ?
0x2501 - Object Comes out istead of Mushroom When Small
0x2502 - Object Comes out of Vine ?
0x2503 - Object Comes out of 1Up ? and hidden 1up

09: Anchor
0B: 1up
0C: Starman
0D: Mushroom
0E: Wand Scene
1A: 1000 Points
1C: Big ? Mushroom???
19: Fire Flower
1E: Leaf
1F: Vine
21: Flower Card
22: Mushroom Card
23: Star Card
26: Stationary Platform
27: Left to Right Platform
28: Down to up Platform
2B: Kuribos shoe
2C: Continuously Left Moving Platform
2D: Big Red Fish That eats you
2F: Boo
34: Exits Stage and spins mario on Map (Level not beaten Can still move around map and select level)
35: Beats Level
36: Continuously Left Moving Platform
37: Left to Right Platform
38: Down to up Platform
39: White Chomping plant
3D: White Chomping plant that shoots fire balls
3E: Platform Shakes up and down
3F: Dry Bones
41: Goal Card
45: Walking small fire
46: Piranah Plant with Floating Ball
48: Tiny Cheap cheap flying left
49: Cloud
4A: ? Crystal ball (drains time into points and kills you with a time up)
4B: Dying boom boom, ? Crystal appears (Acts like normal Crystal)
4C: Dying boom boom, ? Crystal appears (Acts like normal Crystal)
50: Bombomb dies
51: Floating castle orbs
52: Collects empty chest?
53: Castle jumping fireball
54: Bombomb dies
56: Leftward Munching Pirannah Plant
57: Rightward Munching Pirannah Plant
58: Floating Black Ball with fireball tail follows Mario (will try to kill you)
59: Jumping flames with flame tail dies
5A: Castle orb circles left
5B: Castle orb circles right
5C: Block Break Animation
5D: Lose control of Mario spins in the Air and Floats (Whirwind Effect)*will stop like normal*
5E: Double castle orb
5F: Double castle orb
60: Double Castle orb
61: Blooper pink
62: Blooper pink
63: Swimming big Red fish, Spits out small fish
64: Cheep Cheep (Red)
67: White underwater flower, Spits out pollen?
68: Upside down Buzzy Beetle Shell *will recover* (Rightward)
69: Upside down Spiney Shell *will recover* (Rightward)
6A: Blooper White (Spawns small bloops)
6B: Kills Block enemy
6C: Upside down Green Koopa Shell *will recover*
6D: Upside down Red Koopa Shell *will recover*
6E: Upside down Green Koopa Shell (With Points) *will recover*
6F: Flying Red Koopa (Up and down)
70: Upside down Buzzy Beetle Shell *will recover* (leftward)
71: Upside down Spiney Shell *will recover* (Leftward)
72: Goomba Dies
73: Dark Goomba Dies
74: Crashes Game
75: Fire ball flies to the right
77: Flying(swimming?) green Cheep Cheep
78: Bullet Bill
79: Missile Bill
7A: Giant Green Koopa
7B: Giant Red Koopa
7C: Giant Goomba
7D: Giant green Piranah Plant
7E: Giant Flying Green Koopa
7F: Gaint Red Piranah Plant
80: Flying Green Koopa (Left to Right)
81: Hammer Bro
82: Boomerang Bro
83: Latiku *red* Spineys)
84: Dead Red Spiney
85: Dead Green Spiney
86: Sledge Hammer Bro
87: Fire Bro
88: Gold Cheep Cheep
89: Crashes Game
8A: Green Thwomp (Down then up)
8B: Green Thwomp (Left then Right)
8C: Green Thwomp (Right then Left)
8D: Green Thwomp (Keeps going up then down at slow rate)
8E: Green Thwomp (Keep going Left diagonal then Right diagonal at slow rate)
8F: Green Thwomp (Keep going Right diagonal then Left diagonal at slow rate)
90: Horaontal spinning platform
91: Spinning platform (just keeps spinning)
92: Spinning platform (just keeps spinning) *Rightward*
93: Spinning platform (just keeps spinning) *Leftward*
94: Gaint ? Block (1ups)
95: Giant ? Block (Mushroom)
96: Giant ? Block (Fire Flower)
97: Giant ? Block (Leaf)
98: Giant ? Block (Tanooki Suit)
99: Giant ? Block (Frog Suit)
9A: Giant ? Block (Hammer Suit)
9E: Dropping Flame *Castle*
9F: Red Flying Beetle
A1: Upside down Green Pirannah Plant
A3: Upside Down Red Pirannah Plant
A3: Upside Down Green Pirannah Plant (looks like one that spits stuff)
A7: Upside down Red Pirannah Plant (looks like one that spits stuff)
AA: Propeller
AD: Guy that pops up and throws stuff at you
AE: Nut (battle ship stages)
AF: Angry Sun
B0: Gaint Bullet?
B3: Flashng Spiney *Goes Back and Forth*
C4: Crashes Game
C6: Crashes Game
C8: Crashes Game
C9: Crashes Game
CA: Crashes Game
D4: Crahes Game
D5: Crashes Game
D6: Crashes Game
D7: Messes up and freezes game *Not music*
D8: Crashes Game
D9: Crashes Game *Plays wierd sound*
DA: Crashes Game *Plays wierd sound*
DB: Crashes Game
DC: Crashes Game
DD: Crashes Game *Plays wierd sound*
DE: Crashes Game
DF: Crashes Game *Plays wierd sound*
E0 Crashes Game
E1: Crashes Game
E2: Crashes Game
E3: Crashes Game
E4: Crashes Game
E5: Crashes Game
E6: Crashes Game *Play Wierd Sound
E7: Crashes Game
E8: Crashes Game
E9: Crashes Game
EA: Crashes Game
EB: Crashes Game
EC: Crashes Game
ED: Crashes Game (Map inventory function???)
EE: Crashes Game
EF: Freezes/Messes up game *Music runs*
F0: Crashes Game
F1: Crashes Game
F2: Crashes Game
F3: Crashes Game
F4: Crashes Game
F5: Crashes Game
F6: Crashes Game
F7: Crashes Game *Wierd Sound*
F8: Crashes Game
F9: Crashes Game
FA: Map menu inventory action? *does not freeze game*
FC: Map menu inventory action? *does not freeze game*
FD: Freezes Game *Wierd Sound*
FE: Crashes Game
FF: Messes Up then Crashes Game

0x28AE Mushroom properties
0x28AF - Mushoom Sprite gives power
0x28BB - 0x28BC Controls Mushroom Growing animation time length *Turn both to EA for no growing animation or 0x28BB to 00
0x28C0 - 0x28C4 - All Powerup Point Controls (enter information in 0x28C1) *1ups are excluded*

01 - 10 Points
02 - 20 Points
03 - 40 Points
04 - 80 Points
05 - 100 Points
06 - 200 Points
07 - 400 Points
08 - 800
09 - 1000 Points
10+ - 1up

0x28C5 - 0x28C9 - Controls Power up disapearing from level/screen when picked up *except for 1up and Fire flowers*
0x28CF - 0x28D2 - Controls Powerup Sound for Mushroom and Fire Flower *enter in 0x28CF*

00 - Nothing
01 - Coin
02 - Power up emerging from Block
03 - Coin
04 - Vine Emerging from block
05 - Coin
06 - Power up emerging from Block
20 - Mushroom/Fire Flower Powerup
40 - 1up
60 - 1up
80 - Leaf/Suit Powerup
FF - Really Long 1up version

0x28D5 - Sound Control For Emerging powerups
0x28D6 - Control how powerups come out of box?
0x28D7 - Controls powerup fall speed *too low of a number makes them float into the air...*
0x28D8 - Makes powerups float up *If set to 78 power ups stay ontop of box but are untouchable*
0x28D9 - Something about powerup emerging projectery..


0x2A1E Fire Flower Properties
0x2A1F - Fire Flower Sprite gives Power

0x2C5D - Leaf Propeties
0x2C5E - Leaf Sprite gives power

0x2830 - A8(A9) 0x2831 - C8(XX) 0x2832 - 8C(8D) - Change all Suits to give a certain power (Not too useful but getting closer)

02 = Mushroom
03 = Fire Flower
04 = Leaf
05 = Frog Suit
06 = Tanooki Suit
07 = Hammer Bros. Suit
10 = Statue mode
80 = Shoe


Giant ? Block Disassembly

0xB63E - Makes game freeze when you collect powerup if not set to 60
0xB63F - Makes Gaint blocks decend continuously towards the bottom screen (Higher the number faster they decend)*Normal 00*
0xB640 - Appears to make block go slightly higher or lower when hit *Kinda pointless leave at 40*
0xB641 - Same as 0XB640 *combine for larger effect Norm 30*
0xB642 - Same as 0XB640 *combine for larger effect Norm 20*
0xB643 - Same as 0XB640 *combine for larger effect Norm 10*
0xB644 - Same as 0XB640 *combine for larger effect Norm 00*
0xB645 - Same as 0XB640 *combine for larger effect Norm F0*
0xB646 - Same as 0XB640 *combine for larger effect Norm E0*
0xB647 - Same as 0XB640 *combine for larger effect Norm D0*
0xB648 - Same as 0XB640 *combine for larger effect Norm C0* -Probably has to do with shaking effect-

0xB649 - Not Sure what this does anymore

0xB64C - *Appears to be The Giant ? Block Sprite itself (Powerup Sprites are normal)*

0xB694 - Appear to affect the spawing of item from block *Norm 9A* setting number to anything but norm seems to spawn endless amounts of block item
0xB695 - same as B694 *Norm F0*
0xB696 - same as B694 *Norm 14*


Pointers for Giant ? Block Sprite

0xB759 - Sprite for Top Right Corner of Giant ?
0xB75A - Sprite for Top Right Corner of Used Giant ?
0xB75B - Sprite for Top Right Middle of Giant ?
0xB75C - Sprite for Top Middle Corner of Used Giant ?
0xB75D - Sprite for Top Left Middle of Giant ?
0xB75E - Sprite for Top Right Middle of Used Giant ?
0xB75F - Sprite for Top Left Corner of Giant ?
0xB760 - Sprite for Top Left Corner of Used Giant ?
0xB761 - Sprite for Bottom Right Corner of Giant ?
0xB762 - Sprite for Bottom Right Corner of Used Giant ?
0xB763 - Sprite for Top Right Middle of Giant ?
0xB764 - Sprite for Top Right Middle of Used Giant ?
0xB765 - Sprite for Bottom Left Middle of Giant ?
0xB766 - Sprite for Bottom Left Middle of Used Giant ?
0xB767 - Sprite for Bottom Left Corner of Giant ?
0xB768 - Sprite for Bottom Left Corner of Used Giant ?


Sprite Pointers

0x21EB - Star Sprite Left Half
0x21EC - Star Sprite Right Half
0x21ED - Tanooki Suit Sprite Left Half
0x21EE - Tanooki Suit Sprite Right Half
0x21EF - Frog Suit Sprite Left Half
0x21F0 - Frog Suit Sprite Right Half
0x21F1 - Hammer Suit Sprite Left Half
0x21F2 - Hammer Suit Sprite Right Half
0x21F3 - Mushroom Sprite Left Half *1up included*
0x21F4 - Mushroom Suit Sprite Right Half *1up included*
0x21F5 - Fire Flower Sprite Left Half
0x21F6 - Fire Flower Sprite Right Half


Pallettes

0x10539 - 0x1053C - sm/big/rac Mario Palette
0x1053D - 0x10540 - sm/big/rac Luigi Palette
0x10541 - 0x10544 - Fire Mario/Luigi Palette
0x10549 - 0x1054C - Frog Mario/Luigi Palette
0x1054D - 0x10550 - Tanooki Mario/Luigi Palette
0x10551 - 0x10554 - Hammer Mario/Luigi Palette


____________________

New World Revolution

hukka
Posted on 09-01-12 03:25 PM (rev. 2 of 09-01-12 03:36 PM) Link | Quote | ID: 152247


Goomba
Level: 14

Posts: 28/28
EXP: 11712
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Since: 03-19-07
From: Finland

Last post: 4256 days
Last view: 3844 days
Since I just stumbled upon it, I thought I'd answer this post from a while ago and give a sort of a status update:

Posted by michelfp
1. Is it true that I have to be extremely cautious about accidentally overwriting other levels by using too many objects in one level?
2. Is it possible to hack SMAS with SMB3 Workshop?
3. Is SMB3 Workshop still being developed to provide further support and accidental-overwriting-proof?
4. Is it OK if I remove 1 3-byte object to add a 4-byte one?


1. Yes - however I'm planning to fix the 'Limit size' feature to enforce the limits in the ROM.
2. Technically yes, although the SMAS editing functionality is not nearly as full-featured as NES SMB3 editing.
3. No - the code is old and a horrible mess, and I haven't had the proper setup to even compile Workshop for a couple of years now. However I am planning to try and get it to compile at least so I can fix the 'Limit size' feature. I do not provide support as I've pretty much forgotten a lot about both the editor and the internals of the game itself.
4. It's OK as long as you stay inside the level size limits.


Oh, and please let me know if there's any other important bugs in Workshop that should be fixed. I can't promise I'll be able to or specify any sort of a time frame for when I'll get around to it.

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Hamtaro126
Posted on 09-02-12 08:04 AM Link | Quote | ID: 152258


Cheep-cheep
Level: 33

Posts: 161/194
EXP: 212873
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Since: 05-02-07
From: Shelton, WA

Last post: 2475 days
Last view: 2317 days
Welcome Back, Hukka

I really missed you, Really, I do... Without SMB3WS, It did not inspire the Reuben project (dead) and the SMB3DIS disassembly (completed by SonicEpoch)

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

xerox519
Posted on 09-27-12 03:33 AM (rev. 3 of 12-03-12 04:28 PM) Link | Quote | ID: 152490

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Limits on level extending?

Chaobomr
Posted on 05-07-13 09:20 PM Link | Quote | ID: 153830


Buster Beetle
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Since: 05-07-13
From: The dirty south

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Hey, I'm somewhat new to the hacking scene and I was just wondering...

Does anyone know how to make the bosses more difficult?

I was thinking of making BoomBoom jump higher like in Some Usual Day and have the final 3 Koopalings require more hits on the hits on the head before they "die." Is there any way I could edit this using a hex editor or do I need to hack into the ASM?

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Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

DahrkDaiz
Posted on 05-08-13 10:37 PM Link | Quote | ID: 153838


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Unfortunately it seems the only good way to add difficulty to a boss fight is through assembly. I've modified my boom boom to have a custom routine for each world he appears to make him difficult. For example: World 1's Boom Boom uses a Star to become invincible temporarily, leaving a smaller window of opportunity to attack. There's only so much you can do through hex editing since a lot of the routines are based around how many hits they have left.

Chaobomr
Posted on 05-08-13 11:59 PM Link | Quote | ID: 153839


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I was afraid of that. I was also interested in putting the maps' songs in a couple of levels similar to what Shwa did in Chaos Control.
I know next to nothing about ASM hacking. Can you or JaSp give me a couple of pointers?

____________________
Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.
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